OA has a feat or two like that (you get some kind of bonus if you take total defense and an opponent misses you).Norfleet said:If I were to adapt such a thing for D&D, I'd decouple it from Dodge entirely, and instead make it something that comes into effect when you choose the total defense option.
Beg pardon?Norfleet said:As a veteran of several knife fights, I can tell you that two combatants in a knife fight do not hurl themselves at each other from the get-go and attempt to hack each other to bits. ..
Funny, I've always thought of it as an abstract fighting model which deals with the "circling and light probing" problem via the hit point mechanism. IMHO, 4 attacks don't represent swing-swing-swing-swing, but rather the ability to make a greater number of effective threats on your opponent in a given time span. After all, it'd be hard to justify hit points in any "realistic" sense if they represent the sheer physical ability to endure blows?Thus, a large portion of the battle involves an extended period of preliminary circling and light probing, which certainly can last far longer than the 6 seconds of a combat round. For somebody go and make 4 attacks in one 6-second round would be incredibly hasty and amount to spending a goodly portion of the round slashing. That's simply not a terribly realistic fighting model.
jgsugden said:If you like the concept, but think that the feat will be too strong as written, you could change it as follows:
Agile Riposte
Prerequisites: Dexterity 13, Dodge.
Benefit: If the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character gets a +2 (nameless) bonus to all attacks against that target until the end of that character's next turn.
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That makes your counterattacks more agile without giving you extra attacks.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.